Method for rendering dynamic distribution of multiple virtual illuminations based on unity lighting system
Patent Information
- Application Number
- CN202310608368.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-05-27
- Publication Date
- 2026-10-23
- Estimated Expiration
- 2043-05-27
AI Technical Summary
不同于传统的3dmax等专业建造三维模型的软件,传统软件在导入unity的时候需要制作好贴图,打包成fbx格式导入unity,由于跨平台的限制和平台功能问题,这些贴图通常不具有实时光照功能,并不能对模拟仿真功能进行很好的融合
[0007]本申请实施例提供的基于Unity光照系统的多种虚拟光照动态分布渲染方法,利用安装于渲染3D虚拟场景下的人物、场景模型上的计算机设备或专用着色器实时采集所述渲染3D虚拟场景下的人物、场景模型的各种渲染数据,并将所述渲染数据上传至unity光照系统。进一步地,通过3D虚拟场景下的人物、场景模型的分析以及预先设置的各种渲染均衡触发条件,从而可以向所述渲染3D虚拟场景下的人物、场景模型下达相对应的虚拟光照动态分布渲染的调整信号。本申请实施例提供的基于Unity光照系统的多种虚拟光照动态分布渲染方法,不仅能够对渲染3D虚拟场景下的人物、场景模型进行色彩调整,同时还能自动发送调控信号,保证渲染3D虚拟场景下的人物、场景模型的高效准确渲染。
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Figure CN116597068B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of character and scene rendering in 3D virtual scenes, and in particular to various virtual lighting dynamic distribution rendering methods based on the Unity lighting system. Background Technology
[0002] In independent software development, the demand for creating model scenes using the Unity platform is growing. Unlike traditional professional 3D modeling software like 3ds Max, which requires pre-made textures and FBX format for importing into Unity, these textures often lack real-time lighting due to cross-platform limitations and platform functionality issues, hindering integration with simulation features. Furthermore, 3ds Max model baking processes often result in opacity issues when imported into Unity, and cross-platform model import / export cannot achieve real-time lighting textures, necessitating code-based shader control within Unity. Unity has its own unique lighting system, GI (Graphical Imagery). Utilizing static class management and static baking techniques within the Unity engine, variable and static parameters are clearly distinguished, allowing for programmatic simulation calculations. Simultaneously, for applications on different platforms such as PC, iOS, and Android, the memory usage for real-time rendering needs to be adjusted. To achieve realism in a software scene, not only textures but also real-time rendering with appropriate lighting is required.
[0003] Meanwhile, ray tracing technology has also been a milestone in software development, scene development, and game development. Simulating reality through the use of light sources has become an indispensable technology. Unity's lighting technology has a natural advantage in terms of adaptability to different device requirements, and it also offers unique, platform-native advantages in scene and model building. Therefore, an increasing number of developers in the industry are creating content based on Unity's lighting system. Summary of the Invention
[0004] In order to overcome the shortcomings and deficiencies of existing technologies, this invention provides a variety of virtual lighting dynamic distribution rendering methods based on the Unity lighting system.
[0005] The various virtual lighting dynamic distribution rendering methods based on the Unity lighting system provided in this application embodiment are implemented as follows: Several virtual lighting dynamic distribution rendering methods based on the Unity lighting system include: Collect baking or texture data of character and scene models in 3D virtual scenes; Based on the baked or textured data of the characters and scene models in the rendered 3D virtual scene, the lighting is adjusted accordingly. Collect rendering data of characters and scene models in the rendered 3D virtual scene and upload the rendering data of characters and scene models in the rendered 3D virtual scene to the Unity lighting system; The system analyzes the uploaded rendering data of the characters and scene models in the 3D virtual scene and determines whether the rendering data meets the preset standard conditions. If it does, it sends an adjustment signal for the dynamic distribution rendering of virtual lighting to the characters and scene models in the rendered 3D virtual scene.
[0006] This document describes a method for dynamic virtual lighting distribution rendering based on the Unity lighting system. The system includes characters and scene models in a 3D virtual scene, a computer device or dedicated shader, and the characters and scene models in the 3D virtual scene. The computer device or dedicated shader is mounted on the characters and scene models in the 3D virtual scene. Data interaction between the computer device or dedicated shader and the characters and scene models in the 3D virtual scene occurs via wireless communication. The computer device or dedicated shader is used to collect baked or textured data of the characters and scene models in the 3D virtual scene; adjust the lighting of the characters and scene models based on the baked or textured data; collect rendering data of the characters and scene models in the 3D virtual scene; and upload the rendering data of the characters and scene models in the 3D virtual scene to the Unity lighting system. The characters and scene models in the 3D virtual scene are used to analyze the uploaded rendering data and determine whether the rendering data meets the preset standard conditions. If it does, an adjustment signal for the dynamic distribution rendering of virtual lighting is sent to the characters and scene models in the rendered 3D virtual scene.
[0007] The various virtual lighting dynamic distribution rendering methods based on the Unity lighting system provided in this application embodiment utilize computer devices or dedicated shaders installed on characters and scene models in the rendered 3D virtual scene to collect various rendering data of the characters and scene models in the rendered 3D virtual scene in real time, and upload the rendering data to the Unity lighting system. Furthermore, through analysis of the characters and scene models in the 3D virtual scene and various pre-set rendering equalization trigger conditions, corresponding virtual lighting dynamic distribution rendering adjustment signals can be issued to the characters and scene models in the rendered 3D virtual scene. The various virtual lighting dynamic distribution rendering methods based on the Unity lighting system provided in this application embodiment can not only adjust the colors of characters and scene models in the rendered 3D virtual scene, but also automatically send control signals to ensure efficient and accurate rendering of characters and scene models in the rendered 3D virtual scene. Attached Figure Description
[0008] The accompanying drawings, which form part of the specification, are used to provide a further understanding of the embodiments of this application and illustrate the implementation methods of this application, together with the textual description, to explain the principles of this application. Obviously, the drawings described below are merely some embodiments of this application, and those skilled in the art can obtain other drawings based on these drawings without any creative effort. In the drawings: Figure 1 This is a flowchart of the method of the present invention; Figure 2 This is a diagram illustrating the functional module implementation of the method of the present invention. Implementation
[0009] To enable those skilled in the art to better understand the technical solutions in this application, the technical solutions in the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of this application.
[0010] Rendering balanced real 3D virtual scene characters and scene models: The real 3D virtual scene characters and scene models that handle business traffic are ultimately processed by the real 3D virtual scene characters and scene models.
[0011] Real 3D virtual scene character and scene model group: A cluster composed of multiple real 3D virtual scene character and scene models, providing a specific service to the outside world.
[0012] Characters and scene models in a virtual 3D scene: The logical form presented to the outside world by the characters and scene models in a real 3D virtual scene. What the client actually accesses are the characters and scene models in the virtual 3D virtual scene.
[0013] Rendering balance algorithm: The algorithm that FW uses to allocate service traffic to characters and scene models in a real 3D virtual scene. Different algorithms may produce different allocation results.
[0014] Service Health Check: The process by which FW checks the status of characters and scene models in a 3D virtual scene to ensure they are in good working order, thereby enhancing the stability of the service provided to users.
[0015] Figure 1 This is a flowchart illustrating a method for data transmission in an Internet of Things (IoT) according to an embodiment of this application. While the process described below includes multiple operations appearing in a specific order, it should be clearly understood that these processes may include more or fewer operations, which may be executed sequentially or in parallel (e.g., using parallel processors or a multi-threaded environment). Figure 1 As shown, the method includes: Step A1: Collect baking or texture data of characters and scene models in the rendered 3D virtual scene.
[0016] When rendering characters and scene models in a 3D virtual scene, a unique baked or textured data is often generated at the factory. This baked or textured data can uniquely identify the character or scene model in the rendered 3D virtual scene, thus facilitating subsequent management and maintenance. Specifically, in the embodiments of this application, the baked or textured data may include at least one of the rendering status of the computer device rendering the character or scene model in the 3D virtual scene or the rendering status of the dedicated shader. The rendering status of the computer device may be, for example, the factory nameplate number or serial number of the character or scene model in the rendered 3D virtual scene, and the rendering status of the dedicated shader may be, for example, a QR code of the character or scene model in the rendered 3D virtual scene.
[0017] Step A2: Adjust the lighting of the characters and scene models in the rendered 3D virtual scene based on the baked or textured data.
[0018] After acquiring the baked or textured data of characters and scene models in a rendered 3D virtual scene, lighting adjustments can be made based on this data. Specifically, this embodiment can be achieved through the following three steps: Step B1: Based on the established association between the character and scene models in the rendered 3D virtual scene and the baking or texture data, use the baking or texture data to query the character and scene models in the rendered 3D virtual scene associated with the baking or texture data, and send a light compensation signal to the character and scene models in the rendered 3D virtual scene. Step B2: The characters and scene models in the rendered 3D virtual scene respond to the light compensation signal and return the light source illumination signal; Step B3: Based on the light source illumination signal, establish a light adjustment relationship with the characters and scene models in the rendered 3D virtual scene.
[0019] Specifically, in this embodiment, a computer device or dedicated shader can be installed on the characters and scene models in the rendered 3D virtual scene. Further, baked or textured data of the characters and scene models in the rendered 3D virtual scene can be input into the computer device or dedicated shader. For example, the factory nameplate number or serial number of the characters and scene models in the rendered 3D virtual scene can be input, or a QR code of the characters and scene models in the rendered 3D virtual scene can be scanned, thereby allowing the query to find the characters and scene models in the rendered 3D virtual scene associated with the baked or textured data. The association between the characters and scene models in the rendered 3D virtual scene and the baked or textured data can be pre-established in the characters and scene models in the 3D virtual scene. When the user inputs baked or textured data of the characters and scene models in the rendered 3D virtual scene into the computer device or dedicated shader, the computer device or dedicated shader will automatically query the characters and scene models in the 3D virtual scene for the corresponding characters and scene models in the rendered 3D virtual scene based on the baked or textured data. After retrieving the corresponding character and scene models in the rendered 3D virtual scene from the baking or texture data, the computer device or dedicated shader can send a lighting compensation signal to the character and scene models in the rendered 3D virtual scene. Then, the character and scene models in the rendered 3D virtual scene can respond to the lighting compensation signal and return a light source illumination signal to the computer device or dedicated shader. Upon receiving the light source illumination signal, the computer device or dedicated shader can establish a lighting adjustment relationship with the character and scene models in the rendered 3D virtual scene.
[0020] In the rendering load balancing forwarding process, when a client accesses a character or scene model (vserver1) in a virtual 3D scene, the firewall (FW) uses its rendering load balancing function to select the actual 3D virtual scene character or scene model (rserver1) to handle the business traffic and translates the destination IP address and port number of the packets. When the response packets from the actual 3D virtual scene character or scene model arrive at the firewall, the firewall again translates the source IP address and port number of the packets.
[0021] The rendering balance feature for characters and scene models in 3D virtual scenes utilizes Server-map tables and session tables to map characters and scene models between the virtual 3D scene and the real 3D virtual scene. After configuring the rendering balance feature for characters and scene models in 3D virtual scenes, the server will generate a static Server-map table of type SLB. This table entry will age immediately when the rendering balance feature for characters and scene models in 3D virtual scenes is disabled.
[0022] Step A3: Collect the rendering data of the characters and scene models in the rendered 3D virtual scene and upload the rendering data of the characters and scene models in the rendered 3D virtual scene to the Unity lighting system.
[0023] In this embodiment, the rendering data for characters and scene models in the rendered 3D virtual scene includes at least stable baked or texture data, rendering effect data, rendering time data, and rendering completion data. The stable baked or texture data may include, for example, the position, energy consumption, and color requirements of the characters and scene models in the rendered 3D virtual scene. It should be noted that the user can refer to a person or an instrument, and the rendering time data and rendering completion data can be used to characterize the current state of the user using the characters and scene models in the rendered 3D virtual scene. The computer device or dedicated shader installed on the characters and scene models in the rendered 3D virtual scene can collect the rendering data of the characters and scene models in the rendered 3D virtual scene in real time and upload the collected rendering data to the Unity lighting system.
[0024] In a preferred embodiment of this application, step S3 can be completed through the following two steps: Step C1: According to the preset access method and preset period, the rendering data is collected from the character and scene models in the rendered 3D virtual scene through the lighting equalization evaluation module. Step C2: Allocate the collected rendering data according to the light intensity and color ratio, and upload the rendering data after the light intensity and color ratio allocation to the Unity lighting system through the edge computing gateway and the wireless transmission device of the characters and scene models in the 3D virtual scene.
[0025] In this embodiment of the application, the computer device or dedicated shader may include a lighting equalization evaluation module, an edge computing gateway, and a wireless transmission device for characters and scene models in the 3D virtual scene. The lighting equalization evaluation module can be connected to the characters and scene models in the 3D virtual scene to collect rendering data. The edge computing gateway and the wireless transmission device for characters and scene models in the 3D virtual scene can be connected to the characters and scene models in the 3D virtual scene to upload the collected rendering data to the Unity lighting system. It should be noted that the connection described here is not limited to wired connections but may also include other wireless connections. Specifically, in another embodiment of the application, the access method described in step S31 includes at least one of serial interface access, LAN interface access, Bluetooth access, or Wi-Fi access. Because the data types of rendering data collected by computer devices or dedicated shaders may differ from the data types that the characters and scene models in the 3D virtual scene can process, after the computer devices or dedicated shaders collect the rendering data of the characters and scene models in the 3D virtual scene through the lighting equalization evaluation module, they need to allocate the lighting intensity and color ratios of the rendering data to a format that the characters and scene models in the 3D virtual scene can process. Then, the computer devices or dedicated shaders can upload the rendering data with allocated lighting intensity and color ratios to the Unity lighting system through an edge computing gateway and a wireless transmission device for the characters and scene models in the 3D virtual scene.
[0026] Step A4: Analyze the uploaded rendering data of the characters and scene models in the 3D virtual scene, and determine whether the rendering data meets the preset standard conditions. If it does, issue an adjustment signal for the dynamic distribution rendering of virtual lighting to the characters and scene models in the rendered 3D virtual scene.
[0027] In response to single-point-of-failure adjustments, the rendering balance of characters and scene models in 3D virtual scenes is achieved through a flow-based traffic distribution method. Each flow undergoes rendering balance processing upon arrival at the firewall. Here, "a flow" can be understood as a session or connection established on the firewall. "Flow-based" means that packets belonging to the same flow are assigned to the same characters and scene models within the same 3D virtual scene for processing. When a session ages, even if the source IP, destination IP, and other network parameters of the traffic remain unchanged, newly established sessions are treated as new flows.
[0028] Simple polling algorithm: Applicable scenarios are where the performance of characters and scene models in 3D virtual scenes is similar, the service type is relatively simple, and the business load caused by each flow to characters and scene models in 3D virtual scenes is roughly equal.
[0029] Weighted Round Robin Algorithm: Applicable scenarios where the performance of characters and scene models in 3D virtual scenes is different, the service type is relatively simple, and the business load caused by each flow to characters and scene models in 3D virtual scenes is roughly equal.
[0030] Least Connections Algorithm: Applicable scenarios are those where the performance of characters and scene models in 3D virtual scenes is similar, and the business load caused by each flow to characters and scene models in 3D virtual scenes is roughly equal, but the session lifespan of each flow is different.
[0031] Weighted Least Connection Algorithm: Applicable scenarios are those where the performance of characters and scene models in 3D virtual scenes is different. Each flow causes roughly the same business load to the characters and scene models in the 3D virtual scene, but the session lifespan of each flow is different.
[0032] Source IPhash algorithm (session persistence algorithm): The source IPhash algorithm hashes the client's IP address to obtain a HashIndex value. The server allocates bandwidth to the corresponding characters and scene models in the 3D virtual scene based on the HashIndex value and the mapping between the HashIndex value and the characters / scene models in the hash list. This is suitable when the performance differences between characters and scene models in various 3D virtual scenes are minimal. Choosing a rendering balance algorithm allocates workloads based on the performance differences of characters and scene models within a 3D virtual scene, ensuring full utilization of equipment and improving service stability. When the performance of characters and scene models in different 3D virtual scenes varies proportionally, rendering balance can be achieved by setting weights: characters and scene models in high-performance 3D virtual scenes receive higher weights and are allocated more workloads; characters and scene models in low-performance 3D virtual scenes receive lower weights and are allocated less workloads.
[0033] The duration of session connections or the number of service requests may vary depending on the type of service provided for characters and scene models in a 3D virtual scene. If a user's requested service requires maintaining a session connection for a long time, then the number of concurrent connections for processing characters and scene models in the 3D virtual scene must be considered.
[0034] In this embodiment, the characters and scene models in the 3D virtual scene can be analyzed based on the type of uploaded rendering data. Specifically, the rendering data in the characters and scene models of the 3D virtual scene can be divided into two levels: an objective level and a logical level. The objective level rendering data originates from the characters and scene models themselves in the 3D virtual scene and is collected by computer equipment or a dedicated shader before being uploaded to the Unity lighting system. The logical level rendering data refers to the result of the characters and scene models in the 3D virtual scene analyzing and associating the objective level rendering data. Taking stable baking or texture data as an example, one scenario is that the characters and scene models themselves in the 3D virtual scene directly issue alarm information. After this alarm information is collected by computer equipment or a dedicated shader and uploaded to the Unity lighting system, the characters and scene models in the 3D virtual scene can directly know that the characters and scene models in the 3D virtual scene are in an abnormal baking or texture data state. This alarm information directly issued by the characters and scene models themselves in the 3D virtual scene can be considered the objective level rendering data. In this embodiment of the application, for the rendering data at the logical level, step A4 can be implemented through the following two sub-steps. Step D1: Pre-set the initial color allocation value corresponding to the initial rendering data of the characters and scene models in the rendered 3D virtual scene, and set the initial rendering equalization trigger condition associated with the initial color allocation value. Step D2: Based on the initial rendering equalization triggering conditions, send a service request to the computer device or dedicated shader installed on the character and scene model in the rendered 3D virtual scene; Step D3: Based on the service request, send an adjustment signal to the characters and scene models in the rendered 3D virtual scene to adjust the virtual lighting dynamic distribution rendering of the initial rendering data.
[0035] Assuming the initial working data is the color restoration value of the character and scene model in the rendered 3D virtual scene, the embodiments of this application can pre-set an initial color allocation value corresponding to the color restoration value. The color allocation value can be a specific value or a percentage value, for example, it can be set to 30%. Then the initial rendering balance triggering condition associated with the initial color allocation value can be greater than or equal to 30%.
[0036] When the color reproduction value of the characters and scene models in the rendered 3D virtual scene meets the initial rendering equalization trigger condition, that is, greater than or equal to 30%, the characters and scene models in the 3D virtual scene can send a service request for excessive color reproduction value to the computer device or dedicated shader installed on the characters and scene models in the rendered 3D virtual scene.
[0037] Upon receiving a service request indicating excessively high color fidelity values, the computer device or dedicated shader can send an adjustment signal to the characters and scene models in the rendered 3D virtual scene to adjust the virtual lighting dynamic distribution rendering of the color fidelity values, thereby reducing the color fidelity values in the characters and scene models. When the characters and scene models in the 3D virtual scene no longer send service requests to the computer device or dedicated shader, the computer device or dedicated shader can stop sending adjustment signals to the characters and scene models in the rendered 3D virtual scene to adjust the virtual lighting dynamic distribution rendering of the color fidelity values. In this way, through logical analysis of the rendering data at the objective level, automatic control of the working data of the characters and scene models in the rendered 3D virtual scene can be achieved.
[0038] This application also provides various virtual lighting dynamic distribution rendering methods based on the Unity lighting system. For example... Figure 2 The diagram shown illustrates the functional modules of various virtual lighting dynamic distribution rendering methods based on the Unity lighting system provided in this application embodiment. The method includes rendering characters and scene models 101, a computer device or dedicated shader 102, and characters and scene models 103 in a 3D virtual scene. The computer device or dedicated shader 102 is mounted on the characters and scene models 101 rendered in the 3D virtual scene. Data interaction between the computer device or dedicated shader 102 and the characters and scene models 103 in the 3D virtual scene is achieved through wireless communication. The computer device or dedicated shader 102 is used to collect the baking or texture data of the characters and scene models in the rendered 3D virtual scene; adjust the lighting of the characters and scene models in the rendered 3D virtual scene based on the baking or texture data of the characters and scene models in the rendered 3D virtual scene; collect the rendering data of the characters and scene models in the rendered 3D virtual scene and upload the rendering data of the characters and scene models in the rendered 3D virtual scene to the Unity lighting system; The character and scene models 103 in the 3D virtual scene are used to analyze the uploaded rendering data and determine whether the rendering data meets the preset standard conditions. If it does, an adjustment signal for the dynamic distribution rendering of virtual lighting is sent to the character and scene models in the rendered 3D virtual scene.
[0039] In a preferred embodiment of this application, the computer device or dedicated shader 102 includes a lighting equalization evaluation module 1021 and a lighting equalization evaluation module 1022 for edge computing gateways and character / scene models in 3D virtual scenes, wherein: The illumination equalization evaluation module 1021 is used to collect rendering data from the character and scene models in the rendered 3D virtual scene according to a preset access method and a preset period. The edge computing gateway and the illumination equalization evaluation module 1022 for the characters and scene models in the 3D virtual scene are used to upload the converted rendering data to the characters and scene models in the 3D virtual scene.
[0040] Specifically, the access method includes at least one of serial interface access, local area network interface access, Bluetooth access, or Wi-Fi access.
[0041] In a preferred embodiment of this application, the character and scene model 103 in the 3D virtual scene is further used to pre-set an initial color allocation value corresponding to the initial rendering data of the character and scene model 101 in the 3D virtual scene and set an initial rendering equalization trigger condition associated with the initial color allocation value; according to the initial rendering equalization trigger condition, a service request is sent to the computer device or dedicated shader 102 installed on the character and scene model 101 in the 3D virtual scene. Accordingly, the computer device or dedicated shader 102 is also used to issue an adjustment signal to the character and scene models 101 in the rendered 3D virtual scene to adjust the virtual lighting dynamic distribution rendering of the initial rendering data, according to the service request.
[0042] The specific implementation methods of each functional module of the system in the embodiments of this application are the same as those in steps S1 to S4, and will not be repeated here.
[0043] The various virtual lighting dynamic distribution rendering methods based on the Unity lighting system provided in this application embodiment utilize computer devices or dedicated shaders installed on characters and scene models in the rendered 3D virtual scene to collect various rendering data of the characters and scene models in the rendered 3D virtual scene in real time, and upload the rendering data to the Unity lighting system. Furthermore, through analysis of the characters and scene models in the 3D virtual scene and various pre-set rendering equalization trigger conditions, corresponding virtual lighting dynamic distribution rendering adjustment signals can be issued to the characters and scene models in the rendered 3D virtual scene. The various virtual lighting dynamic distribution rendering methods based on the Unity lighting system provided in this application embodiment can not only adjust the colors of characters and scene models in the rendered 3D virtual scene, but also automatically send control signals to ensure efficient and accurate rendering of characters and scene models in the rendered 3D virtual scene.
[0044] The foregoing description of various embodiments of this application is provided to those skilled in the art for illustrative purposes. It is not intended to be exhaustive or to limit the invention to a single disclosed embodiment. As mentioned above, various alternatives and variations of this application will be apparent to those skilled in the art to which the foregoing pertains. Therefore, while some alternative embodiments have been specifically discussed, other embodiments will be obvious or readily apparent to those skilled in the art. This application is intended to include all alternatives, modifications, and variations of the invention already discussed herein, as well as other embodiments falling within the spirit and scope of the foregoing application.
Claims
1. A method for dynamic virtual lighting distribution rendering based on the Unity lighting system, characterized in that, include: Collect baking or texture data of character and scene models in 3D virtual scenes; Based on the baked or textured data of the characters and scene models in the rendered 3D virtual scene, the lighting is adjusted accordingly. Collect rendering data of characters and scene models in the rendered 3D virtual scene and upload the rendering data of characters and scene models in the rendered 3D virtual scene to the Unity lighting system; The character and scene models in the 3D virtual scene analyze the uploaded rendering data and determine whether the rendering data meets the preset standard conditions. If it does, an adjustment signal for the dynamic distribution rendering of virtual lighting is sent to the character and scene models in the rendered 3D virtual scene. The process of collecting rendering data of characters and scene models in the rendered 3D virtual scene and uploading the rendering data of characters and scene models in the rendered 3D virtual scene to the Unity lighting system specifically includes: According to the preset access method and preset cycle, the lighting equalization evaluation module collects rendering data from the character and scene models in the rendered 3D virtual scene. The collected rendering data is allocated according to the light intensity and color ratio, and the rendering data after the light intensity and color ratio allocation is uploaded to the Unity lighting system through the edge computing gateway and the wireless transmission device of the characters and scene models in the 3D virtual scene. The rendering data includes at least stable baking or texture data of the characters and scene models in the rendered 3D virtual scene, rendering effect data, rendering time data, and rendering completion data; The process involves analyzing the uploaded rendering data of the characters and scene models in the 3D virtual scene, determining whether the rendering data meets preset standard conditions, and if so, issuing an adjustment signal for the dynamic distribution of virtual lighting rendering to the characters and scene models in the rendered 3D virtual scene. Specifically, this includes: Pre-set initial color allocation values corresponding to the initial rendering data of characters and scene models in the rendered 3D virtual scene, and set initial rendering equalization trigger conditions associated with the initial color allocation values; Based on the initial rendering equalization triggering conditions, a service request is sent to the computer device or dedicated shader installed on the character or scene model in the rendered 3D virtual scene. Based on the service request, an adjustment signal is sent to the characters and scene models in the rendered 3D virtual scene to adjust the virtual lighting dynamic distribution rendering of the initial rendering data.
2. The method for dynamic distribution rendering of various virtual lighting based on the Unity lighting system as described in claim 1, characterized in that, The baking or texture data for rendering characters and scene models in a 3D virtual scene includes at least one of the following: the rendering status of the computer device used to render the characters and scene models in the 3D virtual scene or the rendering status of a dedicated shader used to render the characters and scene models in the 3D virtual scene.
3. The method for dynamic distribution rendering of various virtual lighting based on the Unity lighting system as described in claim 1, characterized in that, The step of adjusting the lighting of the characters and scene models in the rendered 3D virtual scene based on the baked or textured data specifically includes: Based on the established association between the character and scene models in the rendered 3D virtual scene and the baking or texture data, the character and scene models in the rendered 3D virtual scene associated with the baking or texture data are queried using the baking or texture data, and a light compensation signal is sent to the character and scene models in the rendered 3D virtual scene. The characters and scene models in the rendered 3D virtual scene respond to the light compensation signal and return the light source illumination signal; Based on the light source illumination signal, a light adjustment relationship is established with the characters and scene models in the rendered 3D virtual scene.
4. The method for dynamic distribution rendering of various virtual lighting based on the Unity lighting system as described in any one of claims 1-3, characterized in that, The method is implemented through different devices, including rendering characters and scene models in a 3D virtual scene, computer equipment or dedicated shaders, and characters and scene models in the 3D virtual scene, wherein the computer equipment or dedicated shaders are set on the characters and scene models rendered in the 3D virtual scene, characterized in that: The computer equipment or dedicated shader is used to collect the baking or texture data of the characters and scene models in the rendered 3D virtual scene; to adjust the lighting of the characters and scene models in the rendered 3D virtual scene based on the baking or texture data; to collect the rendering data of the characters and scene models in the rendered 3D virtual scene and upload the rendering data of the characters and scene models in the rendered 3D virtual scene to the Unity lighting system; The characters and scene models in the 3D virtual scene are used to analyze the uploaded rendering data and determine whether the rendering data meets the preset standard conditions. If it does, an adjustment signal for the dynamic distribution rendering of virtual lighting is sent to the characters and scene models in the rendered 3D virtual scene.
5. The method for dynamic distribution rendering of various virtual lighting based on the Unity lighting system as described in claim 4, characterized in that, The computer device or dedicated shader includes: The illumination equalization evaluation module, the edge computing gateway, and the wireless transmission device for character and scene models in 3D virtual scenes, wherein: The illumination equalization evaluation module is used to collect rendering data from the character and scene models in the rendered 3D virtual scene according to a preset access method and a preset period. The edge computing gateway and the wireless transmission device for the characters and scene models in the 3D virtual scene are used to upload the converted rendering data to the characters and scene models in the 3D virtual scene.
6. The method for dynamic distribution rendering of various virtual lighting based on the Unity lighting system as described in claim 5, characterized in that, The characters and scene models in the 3D virtual scene are also used to pre-set initial color allocation values corresponding to the initial rendering data of the characters and scene models in the rendered 3D virtual scene, and set initial rendering balance trigger conditions associated with the initial color allocation values; according to the initial rendering balance trigger conditions, a service request is sent to the computer device or dedicated shader installed on the characters and scene models in the rendered 3D virtual scene. The computer device or dedicated shader is also used to issue adjustment signals to the characters and scene models in the rendered 3D virtual scene to adjust the virtual lighting dynamic distribution rendering of the initial rendering data, based on the service request.
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